﻿<?xml version="1.0" encoding="utf-8" ?>
<root>
  <r_picmip>Determins the texture-details. The higher the value, the lower the details</r_picmip>
  <cg_fov>Field of view factor. Default is 90, goes from 10 - 130.</cg_fov>
  <cg_zoomfov>Sets zoomed-in field of view factor. Default is 22, goes from 10 - 130.</cg_zoomfov>
  <cg_zoomScaling>Enables the zooming in / zooming out scaling effect that is used as a transition between your cg_fov and cg_zoomfov, 0 = disable scaling effect for instant zoom</cg_zoomScaling>
  <cg_forceEnemyWeaponColor>Force enemies' grenades and rails to use 'Enemy Upper Color' (cg_enemyUpperColor). 0 = disable, 1 = enable</cg_forceEnemyWeaponColor>
  <cg_bob>Controls view bobbing. (bobbing = the slightly moving up/down from your screen as you walk). 0 = disable</cg_bob>
  <cg_forceTeamWeaponColor>Force teammates’ grenades and rails to use 'Team Upper Color' (cg_teamUpperColor).</cg_forceTeamWeaponColor>
  <cg_kickScale>Screen shakes when hit. 0 = disable</cg_kickScale>
  <cg_screenDamage_Self>Colorizes the on-screen self-damage indicators, set to 0 to disable.</cg_screenDamage_Self>
  <cg_screenDamage>Colorizes the on-screen damage indicator, set to 0 to disable.</cg_screenDamage>
  <cg_screenDamage_Team>Colorizes the on-screen team-damage indicators, set to 0 to disable.</cg_screenDamage_Team>
  <cg_drawItemPickups>Displays items that were recently picked up. 0 = Off, 3 = Draw Icon + Item Name on Pickup, 7 = Draw Timestamp + Icon + Item Name on Pickup</cg_drawItemPickups>
  <cg_chatbeep>Disable sound that is played for incoming messages.</cg_chatbeep>
  <cg_teamChatBeep>Enable sound that is played for incoming team messages.</cg_teamChatBeep>
  <cg_teamChatTime>Display team message for 5 seconds</cg_teamChatTime>
  <cg_hitBeep>Play different tones based on the amount of damage done to an opponent. 0 = Disabled, 1 = Single-Tone, 2 = Multi-Tone, 3 = Reverse Multi-Tone.</cg_hitBeep>
  <cg_leveltimerdirection>The counting direction of the timer. 0 = Count up to time limit, 1 = Count down to zero.</cg_leveltimerdirection>
  <cg_drawFPS>Displays the frames-per-second counter.</cg_drawFPS>
  <cg_drawCrosshair>Choose your crosshair 1-10.</cg_drawCrosshair>
  <cg_drawCrosshairNames>Displays the names of target opponents.</cg_drawCrosshairNames>
  <cg_crosshairHealth>Colors the crosshair to indicate your health status. (This overrides cg_crosshairColor). 0 = disable</cg_crosshairHealth>
  <cg_crosshairColor>Color of your crosshair, unless cg_crosshairhealth is set to 1.</cg_crosshairColor>
  <cg_crosshairSize>Size of crosshair, measured in pixels. Default is 32.</cg_crosshairSize>
  <cg_crosshairHitStyle>
    Allows the crosshair to indicate the damage dealt to other players.
    0 = Off
    1 = Colorize the crosshair based on damage dealt.
    2 = Colorize the crosshair to color designated by cg_crosshairHitColor.
    3 = Pulse the crosshair (exaggerated/scaled pulse)
    4 = Colorize by damage and Pulse the crosshair.
    5 = Colorize by cg_crosshairHitColor and Pulse the crosshair.
    6 = Pulse the crosshair with a smaller pulse. (same size as the cg_crosshairPulse uses when picking items up)
    7 = Colorize by damage and pulse with smaller pulse.
    8 = Colorize by cg_crosshairHitColor and pulse with smaller pulse.
  </cg_crosshairHitStyle>
  <cg_crosshairHitTime>Sets the amount of time the crosshair hit effect is displayed for.</cg_crosshairHitTime>
  <cg_crosshairHitColor>Controls crosshair color as applicable to the appropriate hits style controlled by cg_crosshairHitStyle. </cg_crosshairHitColor>
  <cg_crosshairBrightness>Brightness of the crosshair.</cg_crosshairBrightness>
  <cg_crosshairPulse>Allows pulsating effect of the crosshair when items are picked up.</cg_crosshairPulse>
  <cg_drawGun>
    Controls the displaying of weapons in 1st person view.
    0 = Hidden
    1 = Normal (bobs when moving)
    2 = Still
  </cg_drawGun>
  <cg_gunX>X-axis displacement of weapon in 1st person view. -10 to 10</cg_gunX>
  <cg_gunY>Y-axis displacement of weapon in 1st person view. -10 to 20</cg_gunY>
  <cg_gunZ>Z-axis displacement of weapon in 1st person view. -8 to 0</cg_gunZ>
  <cg_weaponBar>
    Displays the weapon bar at the specified place on the screen.
    0 - Disabled
    1 - Left docked icons
    2 - Right docked icons
    3 - Center docked icons
    4 - Large floating icons (Legacy Q3 Style)
  </cg_weaponBar>
  <cg_switchOnEmpty>Automatically switch to highest numbered weapon with ammo when attempting to fire a weapon that is out of ammo. 0 = disable, 1 = enable</cg_switchOnEmpty>
  <cg_switchToEmpty>Enables the ability to switch to weapons that have no ammo.</cg_switchToEmpty>
  <cg_autoswitch>Enables weapon auto-switch on pickup. 0 = disable, 1 = enable</cg_autoswitch>
  <cg_drawAmmoWarning>
    Displays ‘low ammo’ and ‘out of ammo’ warnings.
    0 = Disabled
    1 = Normal-Sized Text Warning
    2 = Small-Sized Text Warning
  </cg_drawAmmoWarning>
  <cg_ammoWarning>
    Displays ‘low ammo’ and ‘out of ammo’ warnings.
    0 = Disabled
    1 = Normal-Sized Text Warning
    2 = Small-Sized Text Warning
  </cg_ammoWarning>  <cg_lowAmmoWarningSound>
    Controls the playing of low ammo warning sounds.
    0 = Disabled
    1 = Low Ammo Clip Reload Sound played for Low Ammo, No Ammo Click Sound played for No Ammo
    2 = No Ammo Click Sound played for both Low and No Ammo
  </cg_lowAmmoWarningSound>
  <cg_marks>Disable projectile decal marks on walls.  </cg_marks>
  <cg_rocketStyle>
    Controls the rocket trail effect.
    1 = No Plume
    2 = Fire Plume
  </cg_rocketStyle>
  <cg_plasmaStyle>
    Controls the plasma effect.
    1 = No Trail
    2 = Particle Trail
  </cg_plasmaStyle>
  <cg_railStyle>
    Controls the railgun trail effect.
    1 = Rail core rail trail
    2 = Spiral rail trail
  </cg_railStyle>
  <r_railWidth>Diameter of rail beam and impact effects in pixels. Default 16</r_railWidth>
  <r_railCoreWidth>Rail trail core effect diameter (in pixels). Default 6</r_railCoreWidth>
  <r_railSegmentLength>/Rail trail section length (in pixels). Default 32</r_railSegmentLength>
  <cg_railTrailTime>The time (in milliseconds) that rail trails are displayed for. Default 400</cg_railTrailTime>
  <color1>Color of the rail beam.</color1>
  <color2>Color of rail core/disc/swirl effect.</color2>
  <cg_smoke_SG>Disable drawing of smoke puffs when firing the shotgun.</cg_smoke_SG>
  <cg_smokeRadius_GL>Disable grenade and proximity mine smoke trails. Default 64</cg_smokeRadius_GL>
  <cg_smokeRadius_RL>Disable rocket smoke trail. Default 32</cg_smokeRadius_RL>
  <cg_smokeRadius_NG>Disable nailgun smoke trails. Default 16</cg_smokeRadius_NG>
  <cg_brassTime>/Time in milliseconds that bullets or shells are shown before disappearing. Default 2500</cg_brassTime>
  <cg_lightningImpact>Disables lightning impact affect on surfaces by lightning gun.</cg_lightningImpact>
  <cg_lightningStyle>
    Controls the lightning stream effect.
    1 = Default Q3/QL
    2 = QuakeWorld inspired
    3 = Team Arena shaft
    4 = Thin shaft
    5 = Wide beam (Q3 style)
  </cg_lightningStyle>
  <cg_trueLightning>
    Flexibility factor for lightning gun shaft.
    0.0 = Most flexible
    1.0 = Most Rigid
  </cg_trueLightning>
  <cg_bubbleTrail>Disables drawing of bubble trails drawn by projectiles entering water.</cg_bubbleTrail>
  <cg_impactSparks>Causes the enemy to spark when they are hit by any non-explosive weapons. 0 = disable</cg_impactSparks>
  <cg_simpleItems>Replace 3D world items with 2D icons. 0 = disabled, 1 = enabled</cg_simpleItems>
  <cg_waterWarp>Enables the minor warp effect on underwater views. 0 = disabled, 1 = enabled</cg_waterWarp>
  <cg_predictItems>Client prediction for picking up items. 0 = disabled, 1 = enabled</cg_predictItems>
  <cl_run>Enables "always run". 0 = Walk, 1 = Run</cl_run>
  <sensitivity>Sets mouse sensitivity. Default 4.</sensitivity>
  <cg_clanOnTeamOverlay>Show clantags in overlay box</cg_clanOnTeamOverlay>
  <cg_selfOnTeamOverlay>Removes yourself from the overlay (I have this on "1" when i learn names of positions on map.)</cg_selfOnTeamOverlay>
  <cg_drawTeamOverlay>Displays the team overlay. 0 = Off, 1 = Top-right of view, 2 = Bottom-right of view</cg_drawTeamOverlay>
  <cg_weaponColor_grenade>The colour of your own grenades</cg_weaponColor_grenade>
  <s_ambient>Removes level sound effects</s_ambient>
  <s_musicVolume>Removes in-game music</s_musicVolume>
  <cg_allowtaunt>Allows gesture events and VO taunts client side. Set to 0 if it annoys you, personally i think keel has awesome taunt xD</cg_allowtaunt>
  <cg_autoAction>
    Controls the automation of demo recording and final scoreboard screenshots.
    0 = do nothing
    1 = enable auto demo recording
    2 = enable auto screenshot
    3 = enable auto demo recording and auto screenshot
  </cg_autoAction>
  <cg_buzzerSound>Enables the end-game buzzer sound in all game types.</cg_buzzerSound>
  <cg_deadBodyDarken>Darkens bright model corpses.</cg_deadBodyDarken>
  <cg_deadBodyColor>The color applied to bright model corpses.</cg_deadBodyColor>
  <cg_draw2D>cg_draw2D</cg_draw2D>
  <cg_drawFullWeaponBar>
    Draws the full weapon bar.
    0 = Draw only currently held weapons on the weapon bar
    1 = Draw all weapons available in the map on the weapon bar
  </cg_drawFullWeaponBar>
  <cg_drawFriend>Displays blips above your team mates. 0 = disabled, 1 = enabled</cg_drawFriend>
  <cg_drawCrosshairNamesOpacity>Sets the opacity of the crosshair names feature</cg_drawCrosshairNamesOpacity>
  <cg_drawCrosshairTeamHealth>Displays team mate health and armor under their name when targeted.</cg_drawCrosshairTeamHealth>
  <cg_enableRespawnTimer>
    Draws the respawn timings of certain items (armor, megahealth, powerups) for spectators - on private servers only.
    This feature is dependent upon server-side shoutcaster privileges being enabled.
    Items are sorted by height according to their placement in the level for non-CTF games, and are sorted by team according to proximity from flag in CTF.
  </cg_enableRespawnTimer>
  <cg_lagometer>
    Displays netgraph that shows your network packet traffic including received, rejected and lost packets.
    0 = hidden
    1 = Show netgraph
    2 = Show netgraph + client ping estimation.
  </cg_lagometer>
  <cg_playerLean>
    Scales or disables the player lean effect caused by high velocities.
    0.0 = disabled
    1.0 = maximum lean
  </cg_playerLean>
  <cg_shadows>
    Blob type shadow under player.
    0 = No shadows
    1 = Shadows
  </cg_shadows>
  <cg_speedometer>
    Enables displaying of speedometer for monitoring of player’s horizontal velocity.
    0 = disabled
    1 = lag-o-meter style graph
    2 = value and graph under crosshair
    3 = value under crosshair
  </cg_speedometer>
  <r_fastsky>
    Disable sky boxes (and portal camera views).
    0 = Normal
    1 = Sky boxes disabled
  </r_fastsky>
  <s_doppler>
    Controls doppler sound effects. (bypassing sounds).
    0 = disabled
    1 = enabled
  </s_doppler>
</root>